The game master creates situations, often based around the characters’ agendas, and then throw them into the laps of the players to see how they react. Originated from Sorcerer, and is present in the Swedish game Noir.\\

There are as many definitions as opinions. It’s basically the game master steering the players in different degrees, from “no choice at all” to “the only thing set is the location of the ending scene”. Best used if the players wants to experience a sensation (through story, culture or whatnot) or concentrate in immersing in their characters.\\

The group is playing to telling a story together. Games: Svart av kval, vit av lust.

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==== Sandbox ====

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//​subcategory:​ hexploration//​\\

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Based around places that are explored by the characters.

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===== General terms =====

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==== Bleed ====

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A moment of deep [[/​tag/​immersion]] when the character'​s feelings ‘bleeds’ over to the player.

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==== Dockskåp ====

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Game worlds with a consistent inner logic and causality, often resulting in intricate details and a cause-and-effect-approach to world building.

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==== Friform, strukturerad ====

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Focused on structures, principles, and techniques rather than game mechanics.

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==== Immersion ====

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The traditional meaning is having the character’s emotions become the player’s.

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==== Indie games ====

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Games that are more focused on building a story together without the story being preplanned by a [[game master]].

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==== Meta-spel ====

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Participants using knowledge that their characters shouldn’t know.

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==== Neo-trad ====

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Games with a traditional play style, but has some influences from [[story games|indie]]/​[[story games|story]]/​[[Forge]] games.

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==== OSR ====

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Games that draws inspiration from the earliest days of tabletop RPGs.

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==== Pudelpoäng ====

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Giving [[XP]] or other mechanical rewards for non-mechanical performance.

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==== Trad-spel ====

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Traditional games with a [[game master]] that prepares a scenario.

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==== Ålfiske ====

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The [[game master]] brings the story to a halt to tell the players something about the world.

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===== Frequently Mentioned Games =====

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**Apocalypse World** \\

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Collaborative storytelling game. Traditional play seen from a different perspective. ​

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**Eon** \\

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Swedish fantasy game, frequently seen as an example of culture gaming and an especially ambitious Doll house.

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**Svart av kval, vit av lust / Black of Despair, White of Lust** \\

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Intrigue based, rules lite game based around a relationship map, and collaborative storytelling. \\

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http://​urverkspel.com/​vara-spel/​sakval (Store page, Swedish)

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**Bleed**\\

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A moment of deep immersion when the characters’ feelings ‘bleeds’ over to the player. ​

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**Dockskåp / Doll house** \\

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Game worlds with a consistent inner logic and causality, often resulting in intricate details and a cause-and-effect-approach to worldbuilding. ​

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**Friform, strukturerad / freeform, structured** \\

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Focused on structures, principles, and techniques rather than game mechanics.

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erebaltor.se/​rickard/​playWithIntent... (an example)

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**Immersion**\\

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The traditional meaning is having the character’s emotions become the player’s. Usually an agenda of play seen in LARPs or freeform games.

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**Indie games / Story games / Forge games**\\

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Games that are more focused on building a story together without the story being preplanned by a game master. Usually have mechanics that controls the fiction. (Note: “story games” is also an umbrella term for all kinds of different roleplaying games on top of the traditional ones but we use it as the definition here.)

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**Meta-spel / Meta gaming**\\

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Participants using knowledge that their characters shouldn’t know. Often used on story focused games, but are sometimes frowned upon with a traditional playstyle.

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**Neo-trad**\\

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Games with a traditional play style, but has some influences from indie/​story/​Forge games, like increased player influence beyond the characters’ reach, collaborative world building, rule sets with clear themes.\\ Sample games: Mutant: År Noll, Noir, Järn, Matiné.

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**Pudelpoäng / Poodle points** \\

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Giving XP or other mechanical rewards for non-mechanical performance,​ like acting in character or giving great descriptions. Usually used in a derigatory manner. \\